History Classes / DungeonsAndDragons

12th Apr '16 5:57:20 PM ColinCaelin
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An inspiring magician whose power echoes the music of creation. Bards believe that the gods Spoke the multiverse into existence, using the primordial Words of Creation. At 3rd level, Bards can join one of two bardic colleges: the College of Lore, bards who focus on learning a bit of everything and whose loyalty lies in the pursuit of beauty and truth; and the College of Valor, daring skalds who tell the tales of great heroes past and inspire future great heroes, wading into the heat of the battlefield to witness history-changing events. The ''Sword Coast Adventurer's Guide'' added 12 more instruments for bards to use and ''Forgotten Realms'' specific roleplaying fluff.

to:

An inspiring magician whose power echoes the music of creation. Bards believe that the gods Spoke the multiverse into existence, using the primordial Words of Creation. At 3rd level, Bards can join one of two bardic colleges: the College of Lore, bards who focus on learning a bit of everything and whose loyalty lies in the pursuit of beauty and truth; and the College of Valor, daring skalds who tell the tales of great heroes past and inspire future great heroes, wading into the heat of the battlefield to witness history-changing events. The ''Sword Coast Adventurer's Guide'' added 12 more instruments for bards to use and ''Forgotten Realms'' specific roleplaying fluff.
fluff. Unearthed Arcana went on to add a swashbuckling type with the College of Swords, and a jester through the College of Satire.
22nd Mar '16 7:26:04 AM LordInsane
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18th Mar '16 9:13:01 AM TheNerfGuy
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* CharacterAlignment: Required to be evil [[ProfessionalKiller for some reason]] in both 1st and 3rd Editions.
** A [[http://www.wizards.com/default.asp?x=dnd/prc/20070401a variant known as the "Avenger"]] was released by ''Wizards of the Coast'' on AprilFoolsDay. It instead is required to be any non-chaotic alignment, due to their stats as a government agent for acting against foreign powers.



* OneHitKill: Their signature ability in 1st edition was the ability to do this to any enemy they surprised (with a chance of failure depending on relative level).
* ProfessionalKiller: duh.
* StealthExpert: Even more so than the Rogue.

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* OneHitKill: Their signature ability in 1st edition was the ability to do this to any enemy they surprised (with a chance of failure depending on relative level).
level). This is retained in 3.x edition, though you needed to observe for three rounds and the attack allows a save to resist dying instantly. At the Assassin's option, it can be modified into a paralyzing attack should they wish to take prisoners.
* ProfessionalKiller: duh.
Their specialty is killing others cleanly and stealthily. And their powerful stealth abilities make it all the easier for them.
* StealthExpert: Even more so than the Rogue.
Rogue. They can hide in plain sight and use stealth-based spells, which is everything the Rogue would ever want.



* BadassNormal
* BarbarianHero: Duh.

to:

* BadassNormal
BadassNormal: All of their abilities are neither magical nor supernatural. Which means everything they do is something that, on paper, anyone can do.
* BarbarianHero: Duh.The good and neutral aligned Barbarians are described as "free and expressive".



* CharacterAlignment: Cannot be lawful in 3E [[TheBerserker for obvious reasons]].



* NatureHero

to:

* NatureHeroNatureHero: They were expanded upon in the splatbook "Masters of the Wild", and they are consistently described as being "wild" and appreciating nature in the books.



* OneStatToRuleThemAll: In 1st Edition, Constitution. In 3rd, barbarians benefit from all physical stats.

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* OneStatToRuleThemAll: In 1st Edition, Constitution. In 3rd, barbarians benefit from all physical stats.stats (Strength, Dexterity, and Constitution).



* TheBard: Duh.
* CharacterAlignment: LawfulNeutral, NeutralGood, TrueNeutral, ChaoticNeutral, NeutralEvil: The alignment options for 2nd Edition bards, on the theory that a bard needs some degree of objectivity.
** 3rd Edition bards must be nonlawful, under the presumption that the spontaneity required by bards cannot live in a lawful soul.

to:

* TheBard: Duh.
* CharacterAlignment: LawfulNeutral, NeutralGood, TrueNeutral, ChaoticNeutral, NeutralEvil: The alignment options for 2nd Edition bards, on the theory that a bard needs some degree of objectivity.
** 3rd Edition bards must be nonlawful, under the presumption that the spontaneity required by bards cannot live in a lawful soul.
%%* TheBard



* MusicForCourage
* ThePowerOfActing
* ThePowerOfRock
* PrestigeClass: The AD&D 1st Edition version could be considered the UrExample. A bard had to start as a fighter, work up to at least 5th level, then switch to thief and work up to at least 5th level ''again'', and then switch to druid and only then - assuming your stats were ''also'' up to it - you could become a bard. (In 2nd Edition, though, you could start as a bard right out of the gate.)

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* %%* MusicForCourage
* %%* ThePowerOfActing
* %%* ThePowerOfRock
* PrestigeClass: PrestigeClass:
**
The AD&D 1st Edition version could be considered the UrExample. A bard had to start as a fighter, work up to at least 5th level, then switch to thief and work up to at least 5th level ''again'', and then switch to druid and only then - assuming your stats were ''also'' up to it - you could become a bard. (In 2nd Edition, though, you could start as a bard right out of the gate.)



* CharacterAlignment: In a way. While Clerics can be of any alignment, their alignment determines whether they have WhiteMagic (Cure Wounds, Turn Undead) or BlackMagic (Inflict Wounds, Rebuke Undead). Clerics of a Neutral alignment have to pick one or the other at the start.



* GoodShepherd / SinisterMinister: Or neither, depending on the cleric's [[CharacterAlignment alignment]].
* HealingHands

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* GoodShepherd / SinisterMinister: Or neither, depending on the cleric's [[CharacterAlignment alignment]].
*
%%* GoodShepherd
%%*
HealingHands



* TechnicalPacifist: In the first two editions, clerics cannot cause bloodshed, and thus cannot use slashing or piercing weapons. Apparently, bludgeoning people to death with a big, heavy mace is just fine, though.

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* TechnicalPacifist: TechnicalPacifist:
**
In the first two editions, clerics cannot cause bloodshed, and thus cannot use slashing or piercing weapons. Apparently, bludgeoning people to death with a big, heavy mace is just fine, though.



* TurnUndead: Though in the third edition, this applies only to [[CharacterAlignment good clerics and ones who are neutral]] but channel [[TheForce Positive Energy]]

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* TurnUndead: TurnUndead:
**
Though in the third edition, this applies only to [[CharacterAlignment good clerics and ones who are neutral]] neutral but channel [[TheForce Positive Energy]]



* WhiteMagic and/or BlackMagic: also depending on alignment, but traditionally leaning toward WhiteMagic because of their support role.

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* WhiteMagic and/or BlackMagic: also %%* WhiteMagic: Also depending on alignment, but traditionally leaning toward WhiteMagic because of their support role.



* CharacterAlignment: 3rd Edition Druids are restricted to LawfulNeutral, NeutralGood, TrueNeutral, ChaoticNeutral and NeutralEvil, as they must on some level mirror the indifference of nature regarding moral and ethical standards. In 1st and 2nd Edition, druids were even further restricted: They could ''only'' be TrueNeutral.
* {{Druid}}: Well, duh.

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* CharacterAlignment: 3rd Edition Druids are restricted to LawfulNeutral, NeutralGood, TrueNeutral, ChaoticNeutral and NeutralEvil, as they must on some level mirror the indifference of nature regarding moral and ethical standards. In 1st and 2nd Edition, druids were even further restricted: They could ''only'' be TrueNeutral.
* {{Druid}}: Well, duh.
%%* {{Druid}}



* KlingonPromotion[=/=]TrialByCombat: In 1st and 2nd edition, druids had to defeat (not necessarily kill) higher-ranked druids to advance in levels beyond 11th.

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* KlingonPromotion[=/=]TrialByCombat: KlingonPromotion: In 1st and 2nd edition, druids had to defeat (not necessarily kill) higher-ranked druids to advance in levels beyond 11th.



* NatureHero: To the extreme.

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* %%* NatureHero: To the extreme.



* SpeaksFluentAnimal: A druid spell-list perennial.

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* %%* SpeaksFluentAnimal: A druid spell-list perennial.



* VoluntaryShapeshifting

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* VoluntaryShapeshifting
VoluntaryShapeshifting: Their signature ability, Wild Shape, allows them to change into animals at will a certain number of times a day. Eventually, this expands to transforming into elemental made of fire, water, wind, or earth.



* BadassNormal

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* BadassNormalBadassNormal: None of their abilities rely on magic or supernatural means.



* CharlesAtlasSuperpower

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* %%* CharlesAtlasSuperpower



* OvershadowedByAwesome: In 3.5, The Tome of Battle pretty much removed any incentive to ever play a fighter. A Warblade, ''even when denied access to the martial arts system he's the showcase for'', has better base stats and fills the fighter's role better than the fighter.

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* OvershadowedByAwesome: In 3.5, The Tome of Battle pretty much removed any incentive to ever play a fighter. A Warblade, ''even when denied access to the martial arts system he's the showcase for'', has better base stats and fills the fighter's role better than the fighter.



* WeaponOfChoice: In late 1st edition, or by default in 3rd edition, Fighters gain an ability called "Weapon Specialization", which gives them bonuses when they use their chosen weapon.

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* WeaponOfChoice: In late 1st edition, or by default in 3rd edition, Fighters gain an ability called "Weapon Specialization", which gives them bonuses when they use their chosen weapon.
weapon. This was made optional in 3rd edition.



* MasterOfIllusion: Duh.

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* MasterOfIllusion: Duh.%%* MasterOfIllusion



* SpiritualSuccessor: The Beguiler in 3.5.

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* SpiritualSuccessor: The Beguiler in 3.5.5, which specializes in magic to perform trickery and illusion.



* AllMonksKnowKungFu
* ArrowCatch: A standard ability of 1st edition monks, one possible build path in 3rd edition.

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* %%* AllMonksKnowKungFu
* %%* ArrowCatch: A standard ability of 1st edition monks, one possible build path in 3rd edition.



* BareFistedMonk: Duh [[CaptainObvious to the twentieth power]].
* CharacterAlignment: LawfulGood, LawfulNeutral, LawfulEvil: In 1st and 3rd edition, all monks must be of a lawful alignment, due to the fact that being a monk requires a very high degree of discipline and self-control.

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* BareFistedMonk: Duh [[CaptainObvious to They gain the twentieth power]].
* CharacterAlignment: LawfulGood, LawfulNeutral, LawfulEvil: In 1st
Improved Unarmed Strike feat, which lets them deal lethal damage with unarmed strikes. Their abilities eventually increase this damage dramatically and 3rd edition, all monks must be of a lawful alignment, due to give them the fact that being a monk requires a very high degree power to ignore certain damage resistances as though they were made of discipline and self-control.certain powerful metals.



* MasterOfNone: Have a lot of "flavour" abilities with no value, like the ability to partially slow your fall by using nearby walls (most wizards can completely slow ''all'' falls, period, with a level 1 spell). Most of its abilities are contrary, as well: The monk has a lot of mobility-enhancing powers that would lead to hit-and-run attacks... But Flurry of Blows only work when the monk stands still.

to:

* MasterOfNone: MasterOfNone:
**
Have a lot of "flavour" abilities with no value, like the ability to partially slow your fall by using nearby walls (most wizards can completely slow ''all'' falls, period, with a level 1 spell). Most of its abilities are contrary, as well: The monk has a lot of mobility-enhancing powers that would lead to hit-and-run attacks... But Flurry of Blows only work when the monk stands still.



* Wuxia: Comically averted. Playing your monk like a wuxia badass is a good way to get your ass handed to you by the guys who aren't fighting naked and barehanded.

to:

* Wuxia: Comically averted.Wuxia:
** Averted.
Playing your monk like a wuxia badass is a good way to get your ass handed to you by the guys who aren't fighting naked and barehanded.



* CharacterAlignment: Probably the most often remembered, the classic Paladin could ''only'' be LawfulGood, due to the Paladin's devotion needing to stand as an extreme end of the alignment axis. Later additions to 3E would give Paladin variants for ChaoticGood, LawfulEvil, and ChaoticEvil (Called the 'Paladin of Freedom', 'Paladin of Tyranny', and 'Paladin of Slaughter', while the default had the unofficial name of 'Paladin of Honor'.) Notable because defection from their alignment of preference would mean a loss of powers for the Paladin until they [[TheAtoner atoned]].
** 4e says basically "Most paladins are LawfulGood, some are good, but there are paladins of other deities and causes as well".
* CombatMedic
* [[CoolHorse Cool Mount]]: The paladin's [[strike:warhorse]] Mount, gained upon reaching level 4. Not only is it tougher than a standard [[strike:warhorse]] Mount, it shares an empathetic bond with the paladin and levels up as she does. Though a warhorse is the iconic example, all sorts of different mounts have been presented as options.

to:

* CharacterAlignment: Probably the most CombatMedic: They can cast healing spells and their Lay on Hands ability allows them to heal others. They often remembered, heal others in the classic Paladin could ''only'' be LawfulGood, due to the Paladin's devotion needing to stand as an extreme end middle of the alignment axis. Later additions to 3E would give Paladin variants for ChaoticGood, LawfulEvil, and ChaoticEvil (Called the 'Paladin of Freedom', 'Paladin of Tyranny', and 'Paladin of Slaughter', while the default had the unofficial name of 'Paladin of Honor'.) Notable because defection from their alignment of preference would mean a loss of powers for the Paladin until they [[TheAtoner atoned]].
** 4e says basically "Most paladins are LawfulGood, some are good, but there are paladins of other deities and causes as well".
combat.
* CombatMedic
* [[CoolHorse Cool Mount]]:
CoolHorse: The paladin's [[strike:warhorse]] Special Mount, gained upon reaching level 4. Not only is it tougher than a standard [[strike:warhorse]] Mount, it shares an empathetic bond with the paladin and levels up as she does. Though a warhorse is the iconic example, all sorts of different mounts have been presented as options.



* EvilCounterpart: The Blackguard prestige class.

to:

* EvilCounterpart: The Blackguard prestige class.class is to evil deities as Paladins are to good deities.



* JackassGenie: Some [=DMs=] in regards to the Paladin Code.
* KnightInShiningArmor

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* %%* JackassGenie: Some [=DMs=] in regards to the Paladin Code.
* %%* KnightInShiningArmor



* WarriorMonk
* WhiteMagic

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* %%* WarriorMonk
* %%* WhiteMagic



* TheBeastmaster: Not to quite the same extent as a Druid, though.

to:

* TheBeastmaster: Not to quite the same extent as a Druid, though.but they still normally gain an Animal Companion.



* ForestRanger: Natch.
* TheHunter
* NatureHero:
* SpeaksFluentAnimal

to:

%%* ForestRanger
* ForestRanger: Natch.
TheHunter: Their Favored Enemy ability increases skill checks and damage rolls made against specific creatures, and they tend to prefer to hunt these same creatures for varying reasons.
* TheHunter
NatureHero: They tend to live in the wilderness, receive most of their powers from nature itself, and, like the druid and barbarian, will seek to protect it from harm.
* NatureHero:
* SpeaksFluentAnimal
SpeaksFluentAnimal: They are able to use Wild Empathy to communicate with animals and magical beasts and influence their behavior.



* BackStab: [[MemeticMutation Sneak Attack!]]
* BadassNormal

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* %%* BackStab: [[MemeticMutation Sneak Attack!]]
* BadassNormalBadassNormal: None of their abilities are based on magic or supernatural means.



* LoveableRogue
* MasterOfUnlocking
* OneStatToRuleThemAll: Dexterity, big time.
* TheSneakyGuy

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* %%* LoveableRogue
* %%* MasterOfUnlocking
* OneStatToRuleThemAll: Dexterity, big time.
*
Dexterity. It is the key to their skills and defenses.
%%*
TheSneakyGuy



* StealthExpert

to:

* %%* StealthExpert



* EmpathyPet: In the form of...
* [[{{Familiar}} Familiars]]

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* %%* EmpathyPet: In the form of...
* [[{{Familiar}} Familiars]]
of {{Familiar}}s.



* LinearWarriorsQuadraticWizards

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* LinearWarriorsQuadraticWizardsLinearWarriorsQuadraticWizards: At the low levels, they struggle while the warrior-type classes shine. At the higher levels, they are blowing up entire armies and solving problems warrior-types could only dream of accomplishing.



* PubertySuperpower

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* %%* PubertySuperpower



* SquishyWizard

to:

* SquishyWizardSquishyWizard: Their hit die is only d4, the smallest hit die size and thus assures a low HP, and they cannot wear armor of any kind without risking spell failure, thereby assuring an easy hit. Between having low hit points and being easily struck, it wouldn't take much to put a Sorcerer out of commission.



* WhiteMagic and/or BlackMagic: depending on alignment.

to:

* WhiteMagic and/or BlackMagic: depending on alignment.



* {{Familiar}}
* GlassCannon: See SquishyWizard for clarification.
* LinearWarriorsQuadraticWizards
* NotThatKindOfMage

to:

* {{Familiar}}
* GlassCannon: See SquishyWizard for clarification.
They can inflict massive damage and do almost anything in the world, but their low HP and difficulty evading blows means they can be put out of commission in very few blows.
* LinearWarriorsQuadraticWizards
*
LinearWarriorsQuadraticWizards: At the low levels, the struggle to really do much of anything while the warrior-type classes knock down the enemies. At the high levels, they're solving problems left and right and taking out enemies before they even know what's going on, which is something warrior-types won't be doing any time soon.
%%*
NotThatKindOfMage



* SquishyWizard: OD&D magic-users used a d6 to roll their health, until the Greyhawk supplement introduced using a d4 as an alternate. The d4 stuck from then up to 3.5 Edition.
** Add the inability to wear most (in some editions, any) armor or use shields, which makes a wizard who doesn't have a defensive spell up in advance very easy to hit in combat, and especially in earlier editions the potential for any hit scored to ruin any spell the wizard might have been busy casting at the time.
* VancianMagic: Played completely straight.
* WhiteMagic and/or BlackMagic: Depending on alignment.

to:

* SquishyWizard: SquishyWizard:
**
OD&D magic-users used a d6 to roll their health, until the Greyhawk supplement introduced using a d4 as an alternate. The d4 stuck from then up to 3.5 Edition.
** Add the The inability to wear most (in some editions, any) armor or use shields, which shields makes a wizard who doesn't have a defensive spell up in advance very easy to hit in combat, and especially in earlier editions the potential for any hit scored to ruin any spell the wizard might have been busy casting at the time.
* %%* VancianMagic: Played completely straight.
* WhiteMagic and/or BlackMagic: Depending on alignment.
straight.



* KnightInShiningArmor

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* %%* KnightInShiningArmor



* [[RecycledInSpace Recycled IN RELIGION]]: They're essentially Divine Wizards.

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* [[RecycledInSpace Recycled IN RELIGION]]: RecycledInSpace: They're essentially Divine Wizards.Wizards, as evidence by them needing Intelligence and prayerbooks to cast divine spells in similar ways to Wizards and their Arcane spells.



* SquishyWizard: A consequence of the above; the only divine class with worse combat stats is the Healer. Of course, since [[StatusBuff Divine Power]] is on the Archivist spell list, this usually isn't as big a problem as it could be.

to:

* SquishyWizard: A consequence of the above; being Divine Wizards; the only divine class with worse combat stats is the Healer. Of course, since [[StatusBuff Divine Power]] is on the Archivist spell list, this usually isn't as big a problem as it could be.



* PsychicPowers
* [[RecycledInSpace Recycled AS PSYCHIC]]: Between their Wisdom-based casting, fighting style, and mantles, an Ardent is clearly meant to call to mind a psionic Cleric.

to:

* %%* PsychicPowers
* [[RecycledInSpace Recycled AS PSYCHIC]]: RecycledInSpace: Between their Wisdom-based casting, fighting style, and mantles, an Ardent is clearly meant to call to mind a psionic Cleric.



* GadgeteerGenius: For that player who wants to craft their own equipment.
* ScienceHero

to:

* GadgeteerGenius: For that player who wants to craft their own equipment.
*
equipment, this class can create almost any kind of magic item for lesser costs than normal and add additional abilities to weapons.
%%*
ScienceHero



* InvulnerableKnuckles
* LightningBruiser: Not quite to the same degree as a Monk, but they're still pretty fast compared to most classes.
* WalkOnWater: Battle Dancers gain the ability to do this over limited distances.

to:

* %%* InvulnerableKnuckles
* %%* LightningBruiser: Not quite to the same degree as a Monk, but they're still pretty fast compared to most classes.
* %%* WalkOnWater: Battle Dancers gain the ability to do this over limited distances.



* [[ArrogantKungFuGuy Arrogant Kung Fu Paladin]]: Pretty common; the class is essentially a Paladin 2.0 with the Tome Of Battle rules, and renowned for being so.

to:

* [[ArrogantKungFuGuy Arrogant Kung Fu Paladin]]: ArrogantKungFuGuy: Pretty common; the class is essentially a Paladin 2.0 with the Tome Of Battle rules, and renowned for being so.



* CharacterAlignment: Dread Necromancers cannot be good, only neutral or evil. Their general fluff allows little else: at best they are anti-heroes doing good through questionable methods; [[BadPowersBadPeople their abilities allow them few other avenues]].



* CharacterAlignment: Required to have one (and only one) neutral component in their alignment, so all Incarnates are pretty dedicated to either the ideals of [[GoodFeelsGood Good]], [[ForTheEvulz Evil]], Law, or Chaos.



* CharacterAlignment: Must be LawfulGood, LawfulNeutral, or LawfulEvil



* DualWielding: Some of them are capable of using a weapon in each hand with extreme ease. These typically invest in the Tiger Claw discipline, which is all about this trope.



* SimpleYetAwesome: The Warblade-exclusive Iron Heart discipline bases itself on this. It's not flashy or cool like more supernatural martial disciplines. It's not good for utility, and it carries no [[DeathOrGloryAttack Death or Glory Attacks]] like others, either. What it gives is things like being able to redo an attack after missing or getting extra attacks when fighting multiple foes, which are still pretty practical, if not amazing. This culminates in the level 9 manuever of the discipline, which adds 100 damage to a single attack - nothing extraordinary at the level you can obtain it, but not something to be ignored, either.

to:

* SimpleYetAwesome: The Warblade-exclusive Iron Heart discipline bases itself on this. It's not flashy or cool like more supernatural martial disciplines. It's not good for utility, and it carries no [[DeathOrGloryAttack Death or Glory Attacks]] {{DeathOrGloryAttack}}s like others, either. What it gives is things like being able to redo an attack after missing or getting extra attacks when fighting multiple foes, which are still pretty practical, if not amazing. This culminates in the level 9 manuever of the discipline, which adds 100 damage to a single attack - nothing extraordinary at the level you can obtain it, but not something to be ignored, either.either.
* SpinAttack: The Mithril Tornado and Adamantine Hurricane maneuvers they can learn is all bout spinning around and striking all surrounding enemies with one or more attacks.



The paladin is a Divine Defender from the ''Player's Handbook''. Divorced from their traditional restraints of CharacterAlignment must always be LawfulGood, 4e Paladins are the armored defenders of the faiths... All faiths. Meaning that paladins of gods like Melora, Asmodeus and Gruumsh are all perfectly valid in 4th edition.

* CharacterAlignment: No longer required to be LawfulGood in and of itself, now a paladin has to be of the same alignment as his/her deity.

to:

The paladin is a Divine Defender from the ''Player's Handbook''. Divorced from their traditional restraints of CharacterAlignment Character Alignment must always be LawfulGood, 4e Paladins are the armored defenders of the faiths... All faiths. Meaning that paladins of gods like Melora, Asmodeus and Gruumsh are all perfectly valid in 4th edition.

* CharacterAlignment: No longer required to be LawfulGood in and of itself, now a paladin has to be of the same alignment as his/her deity.
edition.



* CharacterAlignment: The [=NPC=] stat block in the Monster Manual restricts them to "any chaotic". Players are not restricted as such.



* CharacterAlignment: While 5th edition doesn't impose a hard rule on class-alignment restrictions, the Player's Handbook generalizes most monks as being Lawful due to the discipline required for their training.



* CharacterAlignment: Like monks, paladins are generalized as not being evil, although there is the rare evil paladin. However, each Oath encompasses an alignment: the Oath of Devotion is the typical Lawful Good paladin, paladins of the Oath of the Ancients are either Neutral Good or Chaotic Good, Oath of Vengeance paladins are either Lawful Neutral or True Neutral, and Oathbreakers have to be of any Evil alignment.
8th Mar '16 11:56:19 PM WildCardCourier
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* ImmortalityBeginsAtTwenty: 18th level druids gain the Timeless Body feature. Due to the primal magic they wield, a druid's physical aging is slowed by a factor of 10: their body starts aging a single year over the course of 10 years.

to:

* ImmortalityBeginsAtTwenty: 18th level druids gain the Timeless Body feature. Due to the primal magic they wield, a druid's physical aging is slowed by on a factor of 10: their body starts aging 10-to-1 scale: they only physically age a single year over the course of 10 years.



* ImmortalityBeginsAtTwenty: Tenth level Undying Warlocks gain the Undying Nature feat, which is very robust: they can hold their breath indefinitely, don't require food, water, or sleep, their aging has been slowed to a 10-to-1 ratio just like druids, and they are immune to magical aging.



* CrazyPrepared: Not as much so as their past counterparts. Based solely on leveling, level 20 Wizards know 5 cantrips and have 44 spells in their spellbook. Wizards can still shop around for spells to transcribe and still have the largest spell selection of the arcane spellcasting classed.

to:

* CrazyPrepared: Not as much so as their past counterparts.counterparts, due to a combination of how spells were streamlined and the overall power levels were reduced. Based solely on leveling, level 20 Wizards know 5 cantrips and have 44 spells in their spellbook. Wizards can still shop around for spells to transcribe and still have the largest spell selection of the arcane spellcasting classed.


Added DiffLines:

* MagicKnight: The Bladesinger tradition, which grants proficiency in both light armor and a single type of one-handed melee weapon.
29th Feb '16 6:17:11 AM StFan
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An NPC class integral to the setting of {{Eberron}}. They specialise in repeatedly casting the cheap, non-combat utility spells driving the {{Magitek}} of the setting.

to:

An NPC class integral to the setting of {{Eberron}}.TabletopGame/{{Eberron}}. They specialise in repeatedly casting the cheap, non-combat utility spells driving the {{Magitek}} of the setting.



[[GuardsGuards They may be called the Palace Guard, the City Guard, or the patrol. Whatever the name, their purpose is identical: To exist in any encounter with non-unique non-boss enemies, attack the heroes one at a time, and be slaughtered. No one ever asks them if they wanted to.]]

to:

[[GuardsGuards [[Discworld/GuardsGuards They may be called the Palace Guard, the City Guard, or the patrol. Whatever the name, their purpose is identical: To exist in any encounter with non-unique non-boss enemies, attack the heroes one at a time, and be slaughtered. No one ever asks them if they wanted to.]]
24th Feb '16 10:06:19 AM peixe200
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* TierInducedScrappy: It's widely considered to be one of the worst, if not the worst designed class, due to most of its features being extremely situational.

to:

* TierInducedScrappy: It's widely considered to be one of the worst, if not the worst designed class, due to most of its features being extremely situational.
24th Feb '16 10:04:42 AM peixe200
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* SpikesOfVillainy: To a degree. Battleragers typically wear spiked armor in battle.

to:

* SpikesOfVillainy: To a degree. Inverted. Battleragers typically wear spiked armor in battle.
battle, but most of them are heroic.




to:

* TierInducedScrappy: It's widely considered to be one of the worst, if not the worst designed class, due to most of its features being extremely situational.
13th Feb '16 6:00:48 AM LittleSheep
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Added DiffLines:

* ErmineCapeEffect: The Cavalier absolutely ''refuses'', if possible, to wear "common" clothing, settling for no less than scale mail or, if in the budget, plate mail. Even if leather armor is magical, it's refused simply because of how 'improper' it is.


Added DiffLines:

* HonorBeforeReason: The Fighter "class kit" version in 2nd Edition was ''extreme'' about this, to a point that, if a party member was in one-on-one combat, they refused to help, even if the ally was 'losing'.
* UpperClassTwit: Possible way to play, given the above tropes.
13th Feb '16 5:42:07 AM LittleSheep
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* MagnificentBastard: In 2nd Edition, the ''Complete Druid's Handbook'' uses this outlook as an example for some class kits. For example, an Advisor to a king would suggest a particular area for hunting grounds (seems very non-Druid) because he knows that his king will instead see the beauty of the locale and instead ban anyone from hunting there, thus fulfilling the Druid's obligation and duty to protect nature in some form.

to:

* MagnificentBastard: In 2nd Edition, the ''Complete Druid's Handbook'' uses this outlook as an example for some class kits. For example, an An Advisor (the kit) to a king would suggest a particular area for hunting grounds (seems very non-Druid) because he knows that his king will instead see the beauty of the locale and instead ''instead'' ban anyone from hunting there, there or even approaching the would-be hunting grounds, thus fulfilling the Druid's obligation and duty to protect nature in some form.
13th Feb '16 5:39:24 AM LittleSheep
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* MagnificentBastard: In 2nd Edition, the ''Complete Druid's Handbook'' uses this outlook as an example for some class kits. For example, an Advisor to a king would suggest a particular area for hunting grounds (seems very non-Druid) because he knows that his king will instead see the beauty of the locale and instead ban anyone from hunting there, thus fulfilling the Druid's obligation and duty to protect nature in some form.
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